Stegadon
Caprasauridae
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Yeah, they are homing missiles. Not very accurate ones, but still.
I thought the way it works out is that :Arli said:No, it does not. The special rules for TK archers state that they ignore all modifiers to shooting and instead wound on a 5+ (unless accompanied by Kalista or some other character).
gapton said:I thought the way it works out is that :Arli said:No, it does not. The special rules for TK archers state that they ignore all modifiers to shooting and instead wound on a 5+ (unless accompanied by Kalista or some other character).
There will be no modifiers applied to TK archers, so they will use their own BS "straight out of the box".
Since their BS is 2, they hit (not wound) on a 5+, if their BS is increased to 3, then they follow the shooting to-hit table, which is a 4+.
If their BS is reduced to 1, they should hit on a 6+.
Soft cover, hard cover, skirmishers, long range, these normal modifiers do not come into play.
However, the "modifiers" from a SPELL, should have an effect on TK archers, right?
If I cast Iceshard Blizzard, their archer should hit on a 6+ not 5+ right? I am assuming the TK special rule does not cover magic shooting modifiers.
The Hunted said:I wouldn't expect many skeleton warriors that will engage in close combat (you mentioned it at your Slann). You either go for a skeleton bus, or you use archers instead. Now a skeleton bus is nothing but a hold-up to us, especially saurus who will cleave through them like butter. Granted, they are designed to do this, but still.
The killers of Tomb Kings are first and foremost: magic. They need magic to survive! That's why the Heirotitan+casket is so awesome together.
Second of all: sphinxes, in all shapes and sizes. Necrosphinx, warsphinx, and a scary giant (forgot the name) all fit in this category. Their main defense is having a high toughness, which helps against pretty much everything but poison. Shoot those big boy's down!
They also have acces to core units of chariots, as said, and are only lethal on the charge. Prevent that!
And finally: shooting. Lots of skeletal archers, plus some chariot shots, combined with magic for multishot...lots of arrows flying around always hitting on 5+. Meaning that if you pump enough shots into something, it will die.
As for the rest:
Ushabti-Basically kroxigors, only they can carry a greatbow. Medium hammer unit, too costly to be really effective at it.
Tomb scorpions-Can be entombed to come out on a position behind you. This means that you could get rear-charged by a nasty beast. Also hunts skinks down like a pro!
Tomb guard-Elite infantry of TK. WS4, Killing blow...banner of the undying legion fits perfectly on these guys. Only unit with ranks that dares to go into combat and do any good. Still, quite manageble by our saurus units.
Skeletal horsemen-redirector
skeletal horsemen archers - redirector who can scout, IIRC.
Combine the magic, tough hammers and surprisingly effective shooting...means you could be in for a bad day.
The way I see TK deploy often is with a soft center and hard flanks. So the center will consist of archers, a heirotitan and maybe a sphinx. THe flank will consist of chariots, war/necrosphinxes (basically hammers). The back board contains the casket and catapults.
If you engage the center, both flanks will come in your flank and if you really have a bad day, the tomb skorpions will be coming in from your rear as well. Possibly engaging you from all directions. Now I don't need to tell you that's dangerous.
Fortunately, TK aren't masters of the movement phase anymore. They are actually quite slow. So if you can hold up/speed bump/redirect/ignore 1 'hard' flank, you're starting pretty good.
Last note: they can put archer units behind oneanother, they always hit on a 5+ anyway so modifiers don't matter. Small deployment trick they could use
Hopefully this helps!
The Hunted
edit: I sort of missed my point I was going to start with, but this is solid enough that I won't change it![]()